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ITCS 3153 Artificial Intelligence

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ITCS 3153 Artificial Intelligence Lecture 9 Adversarial Search Chapter 6 – PowerPoint PPT presentation

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Title: ITCS 3153 Artificial Intelligence


1
ITCS 3153Artificial Intelligence
  • Lecture 9
  • Adversarial Search
  • Chapter 6

2
Games
  • Shall we play a game?
  • Lets play tic-tac-toe

3
Minimax
4
What data do we need to play?
  • Initial State
  • How does the game start?
  • Successor Function
  • A list of legal (move, state) pairs for each
    state
  • Terminal Test
  • Determines when game is over
  • Utility Function
  • Provides numeric value for all terminal states

5
Minimax Strategy
  • Optimal Stragtegy
  • Leads to outcomes at least as good as any other
    strategy when playing an infallible opponent
  • Pick the option that most (max) minimizes the
    damage your opponent can do
  • maximize the worst-case outcome
  • because your skillful opponent will certainly
    find the most damaging move

6
Minimax
  • Algorithm
  • MinimaxValue(n)
  • Utility (n) if n is a terminal state
  • max MinimaxValue(s) of all successors, s if n
    is a MAX node
  • min MinimaxValue(s) of all successors, s if n
    is a MIN node

7
Minimax
8
Minimax Algorithm
  • We wish to identify minimax decision at the root
  • Recursive evaluation of all nodes in game tree
  • Time complexity O (bm)

9
Feasibility of minimax?
  • How about a nice game of chess?
  • Avg branching 35 and avg moves 50 for each
    player
  • O(35100) time complexity 10154 nodes
  • 1040 distinct nodes
  • Minimax is impractical if directly applied to
    chess

10
Pruning minimax tree
  • Are there times when you know you need not
    explore a particular move?
  • When the move is poor?
  • Poor compared to what?
  • Poor compared to what you have explored so far

11
Alpha-beta pruning
12
Alpha-beta pruning
  • a
  • the value of the best (highest) choice so far in
    search of MAX
  • b
  • the value of the best (lowest) choice so far in
    search of MIN
  • Order of considering successors matters (look at
    step f in previous slide)
  • If possible, consider best successors first

13
Realtime decisions
  • What if you dont have enough time to explore
    entire search tree?
  • We cannot search all the way down to terminal
    state for all decision sequences
  • Use a heuristic to approximate (guess) eventual
    terminal state

14
Evaluation Function
  • The heuristic that estimates expected utility
  • Cannot take too long (otherwise recurse to get
    answer)
  • It should preserve the ordering among terminal
    states
  • otherwise it can cause bad decision making
  • Define features of game state that assist in
    evaluation
  • what are features of chess?

15
Truncating minimax search
  • When do you recurse or use evaluation function?
  • Cutoff-Test (state, depth) returns 1 or 0
  • When 1 is returned, use evaluation function
  • Cutoff beyond a certain depth
  • Cutoff if state is stable (more predictable)
  • Cutoff moves you know are bad (forward pruning)

16
Benefits of truncation
  • Comparing Chess
  • Using minimax 5 ply
  • Average Human 6-8 ply
  • Using alpha-beta 10 ply
  • Intelligent pruning 14 ply

17
Games with chance
  • How to include chance in game tree?
  • Add chance nodes

18
Expectiminimax
  • Expectiminimax (n)
  • utility(n) if n is a terminal state
  • if n is a MAX node
  • if n is a MIN node
  • if n is a chance node

19
Pruning
  • Can we prune search in games of chance?
  • Think about alpha-beta pruning
  • dont explore nodes that you know are worse than
    what you have
  • we dont know what we have
  • chance node values are average of successors

20
History of Games
  • Chess, Deep Blue
  • IBM 30 RS/6000 comps with 480 custom VLSI chess
    chips
  • Deep Thought design came from Campbell and Hsu at
    CMU
  • 126 mil nodes / s
  • 30 bil positions per move
  • routine reaching depth of 14
  • iterative deepening alpha-beta search

21
Deep Blue
  • evaluation function had 8000 features
  • 4000 opening moves in memory
  • 700,000 grandmaster games from which
    recommendations extracted
  • many endgames solved for all five piece combos

22
Checkers
  • Arthur Samuel of IBM, 1952
  • program learned by playing against itself
  • beat a human in 1962 (but human clearly made
    error)
  • 19 KB of memory
  • 0.000001 Ghz processor

23
Chinook, Jonathan Schaeffer, 1990
  • Alpha-beta search on regular PCs
  • database of all 444 billion endgame positions
    with 8 pieces
  • Played against Marion Tinsley
  • world champion for over 40 years
  • lost only 3 games in 40 years
  • Chinook won two games, but lost match
  • Rematch with Tinsley was incomplete for health
    reasons
  • Chinook became world champion

24
Othello
  • Smaller search space (5 to 15 legal moves)
  • Humans are no match for computers

25
Backgammon
  • Garry Tesauro, TD-Gammon, 1992
  • Reliably ranked in top-three players of world

26
Discussion
  • How reasonable is minimax?
  • perfectly performing opponent
  • perfect knowledge of leaf node evaluations
  • strong assumptions

27
Building alpha-beta tree
  • Can we restrict the size of game tree?
  • alpha-beta will blindly explore tree in
    depth-first fashion even if only one move is
    possible from root
  • even if multiple moves are possible, can we use a
    quick search to eliminate some entirely?
  • utility vs. time tradeoff to decide when to
    explore new branches or to stay with what you have

28
Metareasoning
  • Reasoning about reasoning
  • alpha-beta is one example
  • think before you think
  • think about utility of thinking about something
    before you think about it
  • dont think about choices you dont have to think
    about

29
Goal-directed reasoning / planning
  • Minimax starts from root and moves forward using
    combinatorial search
  • What about starting at goal and working backward
  • We talked about difficulty of identifying goal
    states in bidirectional search
  • We do not know how to combine the two in
    practical way

30
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